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STORMBOUND's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #200 | 3.641 | 3.641 |
Game Design | #439 | 3.179 | 3.179 |
Overall | #449 | 3.171 | 3.171 |
Innovation | #470 | 3.000 | 3.000 |
Fun | #503 | 3.051 | 3.051 |
Audio | #536 | 2.974 | 2.974 |
Graphics | #572 | 3.179 | 3.179 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Dive into a world where two storms wage an unrelenting battle for dominance.
--In CALM, gather gold, build and fortify your base, preparing for the inevitable clash.
--In STORM, unleash your fury: boost your storm’s power by killing enemies, and become STORMBOUND—a force of nature with enhanced speed and damage. Engage in strategic warfare, destroy the enemy’s base, and prove your mastery over the elements.
Did you write all the code and made all the assets from scratch?
Role: solo Game Designer/Dev.
Assets were taken from Craftpix.net/Unity Asset Store. All systems were designed and scripted by me, char controller was from an asset. My friend helped me with the menu screen bg.
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Comments
I loved the art, the on problem i had is that i cant move while im attacking which can be a bit annoying but overall nice job.
would you mind rating mine?
https://itch.io/jam/brackeys-12/rate/2972467
Nice work! Its working well for me i enjoyed it, maybe barracks could spawn dudes more often but its a fun time
The game is really fun, it feels like I'm playing one of those games from mobile ads. It's awesome, great job!
Its pretty good, not really a fan of the artstyle you chose but the graphics arent bad so cant complain. The gamplay is intuitive and its pretty hard (which is a good thing).
7.5/10 :)
It's amazing to be able to independently develop a game with such a rich amount of content in 7 days, great ability!
Thank you!!!
Hey guys!
Some personal comments after looking back:
--The base building made me deviate from the initial emphasis on combat. The initial combat design included a character swap on [TAB] from melee/mage with a cooldown. I planned character skills and global skills that cost Storm Power, affecting the whole map. The time was running out, and I already spent loots of time playtesting and balancing (lots of variables in play).
--The STORMBOUND form was supposed to be much more interesting game design wise (skills, trade-offs etc), but then that would really affect the enemy strength/spawn rate, which I could not afford to redesign at that point.
--The initial idea was to make all units evolve in the storm. It was cut as the scope was already too big (damn base building!).
What will I do better next time? I'll aim for less time-consuming mechanical design and more room for creative experimentation.
Neat combination of building and action and tower defense ideas. Great looking/sounding game too. Congrats and good luck!
I like the idea a lot! I definitely want to see it expanded a bit though, seems like the scope may have been a bit big for the jam!
Hey, thanks! You're right!
Is this game infinite? I destroyed all the enemy walls, but I couldn't go any further.
There is not enough strategy involved because there are too many resources. The majority of the gameplay consists of holding left click and spamming space. Little to no strategy and little to no fun.
I might be a bit harsh but I expect more fun from a purely 'game design and fun' oriented game. Please include a bit more creativity in future games.
Really minor things:
Edit: The main menu screen looks great.
Hey!
In order to win, you need to destroy the enemy's base. It has 10k hp, so your character's and allie's damage output is insignificant. Your storm is what matters -- it deals lots of damage to enemy buildings. You power up your storm by killing enemies. The stronger the storm's power, the more it pushes the enemy storm, eventually reaching their base. That's the idea I was going for.
Eventually it came down to lots of balancing, and I just could not afford it anymore (other tasks were burning). I foolishly assumed that the game would be too hard and made mines generate 2g instead of 1g/sec and added more hp to a hero.
For the jam purposes, blue Storm Power builds up pretty fast, eventually reaching the enemy base and damaging it. But even so I see that you thought that the game is infinite :D The HP indication of both bases is on global UI, not on the base. Maybe that was confusing?
Yep, I didn't notice that the bars on the bottom right belonged to the bases.
Great idea and the art style is really sweet! Nice submission!
A really neat concept! Some of the UI and combat felt a little bit awkward to use, but I like the combination of attacking and base-building.
Very repetitive, but overall good
Love the concept!